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Flare

Free/Libre Action Roleplaying Engine

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Month: July 2011

2011/07/27

SDL_ttf dependency added I don’t take adding dependencies lightly. In my mind, every new dependency is another barrier to building, another possible limitation on various platforms. However, SDL_ttf is likely supported to the same extent that SDL_image and SDL_mixer are.

Clint Bellanger July 27, 2011February 6, 2018 Uncategorized No Comments Read more

2011/07/21

Follow-up Thought to Bug Tale #1 One reason this bug was hard to see was the delayed trigger — something happens in one part of the code (potion use restores health), but the immediate effect actually doesn’t take place until

Clint Bellanger July 21, 2011February 6, 2018 Uncategorized No Comments Read more

2011/07/20

Bug Tale #1 Today I merged many significant patches added by various contributors. It was time to get back into the swing of things and try out the new code. I was especially excited to try pennomi’s new “monster pack”

Clint Bellanger July 20, 2011February 6, 2018 Uncategorized No Comments Read more

2011/07/18

Catching up on GitHub I took a few days away from GitHub and Flare to write part of a book chapter, give a talk, and handle other strange affairs. I plan on doing some catching up tonight. Visual Story I’m

Clint Bellanger July 18, 2011February 6, 2018 Uncategorized No Comments Read more

2011/07/13

Flare v0.14.1 Bugfix Release I’ve tagged v0.14.1 over at the Flare GitHub site. It patches a significant memory leak in the v0.14 release. If you maintain Flare in a distro repo, I suggest updating to this version. I will update

Clint Bellanger July 13, 2011February 6, 2018 Uncategorized No Comments Read more

2011/07/09

Free Gamer and HD Video qubodup over at Free Gamer posted a update about Flare v0.14. He also recorded this 720p HD video of the game running in Linux. Thanks qubodup!

Clint Bellanger July 9, 2011February 6, 2018 Uncategorized No Comments Read more

2011/07/07

Flare v0.14 “Main Menus” Released This release is all about wrapping the core gameplay in main menus, pushing Flare closer to feature-completeness. Now players have four game slots to experiment with different builds. Also, choose your gender and a portrait

Clint Bellanger July 7, 2011February 11, 2018 Uncategorized No Comments Read more

2011/07/06

Map Progression I’ve been thinking about story progression in terms of maps and tile sets. There are specific tile sets I want to build. Some just because they sound fun, some because I want to cover various elemental themes (sorta

Clint Bellanger July 6, 2011February 6, 2018 Uncategorized No Comments Read more

2011/07/05

Windows Ready Here is a Windows release candidate for v0.14. We have a few more minor data changes but the code is ready for testing. And here’s the OSX release candidate for v0.14 v0.14 Testing The current code is the

Clint Bellanger July 5, 2011February 6, 2018 Uncategorized No Comments Read more

Latest Blog Posts

  • AppImage issue with version 1.14 December 26, 2022
  • Flare 1.14 December 10, 2022
  • Flare 1.14 Release Candidate 1 November 17, 2022
  • Malicious link on Android wiki page July 17, 2022
  • I Love Free Software Day 2022 Presentation February 21, 2022

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Flare: Empyrean Campaign

Flare: Empyrean Campaign

The Empyrean Campaign is a game made by the Flare team. The story begins with the player being exiled from their homeland of Empyrean, resulting in them embarking on a quest to regain entry. This journey takes the player through

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Demonic UI

Demonic UI

Demonic UI is a mod that adds a familiar ARPG interface to games based on the fantasycore assets (such as the Empyrean Campaign). HP and MP orbs are positioned in the bottom corners and the XP bar covers the entire

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HERESY

HERESY

HERESY is a community mod with the goal of more closely resembling Diablo I & II. Note: The “fantasycore” art style used is dark fantasy, and contains depictions of violence, blood, and mild gore.

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Polymorphable

Polymorphable

Polymorphable was originally created for the 2012 Liberated Pixel Cup. The core mechanic is the player’s ability to use different talismans to “polymorph” into different forms to reach new areas. Imagine being blocked by a pit, so you transform into

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